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And what do I mean by this. I mean the Texture & Device format in Direct Graphics (DX8)?
The problem I''m talking about is getting a functional texture and device format. It''s easy to do this hard core depending on your computer, but if you want it to run on any DX8 compatible computer. And if you want to just select 16 or 32bit hardcore and then want it to get a working format.
I check Zero-Ones Wrapper and tried it his way, but I got once a invalid texture format :/ but it should have happened because I tried many of those format and they have worked.
My primary problem could be how to use this:
CheckDeviceFormat
The problem is that there are two D3DFORMATs and I know one is the one you testm but what''s the other one!?
How do you guys solve this problem?
It could be great to just be able to send 16 or 32 as an parameter
/MindWipe
"If it doesn''t fit, force it; if it breaks, it needed replacement anyway."

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Why don''t you use the Common Files Framework. It is a beautiful piece of code. In case you don''t know: It''s a framework coded & tested for compatibility by the *big* guys. It takes care of windows initialization, setting up a directx render target/surface/whatev-u-want-2-call-it.

It gets everything set up so that you can just start coding your directx stuff, and not worry about all that formats and modes. It is especially useful if you''re just starting out with directx programming. Some people prefer it, others dont...